当前位置: 首页>>代码示例>>C++>>正文


C++ PhysicsContact::setData方法代码示例

本文整理汇总了C++中cocos2d::PhysicsContact::setData方法的典型用法代码示例。如果您正苦于以下问题:C++ PhysicsContact::setData方法的具体用法?C++ PhysicsContact::setData怎么用?C++ PhysicsContact::setData使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在cocos2d::PhysicsContact的用法示例。


在下文中一共展示了PhysicsContact::setData方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: setHit

bool GameScene::setHit(cocos2d::PhysicsContact &contact)
{

	if (GameManager::sharedGameManager()->isGameLive == true)
	{

		PhysicsBody *a = contact.getShapeA()->getBody();
		PhysicsBody *b = contact.getShapeB()->getBody();

		float* v = new float[2];
		v[0] = a->getVelocity().length(); // Created By An Unknown Source, Via Stack OverFlow
		v[1] = b->getVelocity().length(); // Created By An Unknown Source, Via Stack OverFlow

		contact.setData(v);


		if ((1 == a->getCollisionBitmask() && 2 == b->getCollisionBitmask()) || (2 == a->getCollisionBitmask() && 1 == b->getCollisionBitmask()))// BACK TO FRONT FOR NOW
		{
			bool hit = true;
		}

		else
		{
			bool hit = false;
		}

		if (hit = true)
		{

			if ((a->getCollisionBitmask() == Paddle_Bitmask && b->getCollisionBitmask() == Ball_Bitmask) || (a->getCollisionBitmask() == Ball_Bitmask && b->getCollisionBitmask() == Paddle_Bitmask))
			{
				Ball::sharedBall()->AddToDampening(5000.0f);
				SoundManager::sharedSoundManager()->PlaySoundEffect("ballRebound.mp3", false, 1.0f, 1.0f, 1.0f);
			}

			if ((a->getCollisionBitmask() == Brick_Bitmask && b->getCollisionBitmask() == Ball_Bitmask) || (a->getCollisionBitmask() == Ball_Bitmask && b->getCollisionBitmask() == Brick_Bitmask))
			{
				Ball::sharedBall()->AddToDampening(5000.0f);
				GameManager::sharedGameManager()->AddToScore(1);
				this->removeChild(contact.getShapeB()->getBody()->getNode());

				Ball::sharedBall()->AddToAcceleration(5000);
				//ScoreLabel->setString(StringUtils::format("%d", GameManager::sharedGameManager()->GetScore()));

				Vec2 first = contact.getShapeA()->getBody()->getNode()->convertToWorldSpace(Vec2(50, 50));

				x = first.x;
				y = first.y;

				this->schedule(schedule_selector(GameScene::SetPowerUp));

				//level = 50;
				if (level == 1)
				{
					number = number + 1;
					CCLOG("number = %i", number);

					brick.SetLevel(level);
					//if (number == 5)
					//{
					// CCLOG("level 2");
					// //level = 2;
					// this->removeChild(contact.getShapeA()->getBody()->getNode());
					//this->schedule(schedule_selector(GameScene::SetBrick));
					//this->schedule(schedule_selector(GameScene::SetBall));
					//}
				}

				else if (level == 2)
				{
					number = number + 1;
					brick.SetLevel(level);
					/*if (number == 5)
					{
					level = 3;
					this->removeChild(contact.getShapeA()->getBody()->getNode());
					this->schedule(schedule_selector(GameScene::SetBrick));
					this->schedule(schedule_selector(GameScene::SetBall));
					}*/

				}

				else if (level == 3)
				{
					number = number + 1;
					brick.SetLevel(level);
					/*if (number == 5)
					{
					level = 4;
					this->removeChild(contact.getShapeA()->getBody()->getNode());
					this->schedule(schedule_selector(GameScene::SetBrick));
					this->schedule(schedule_selector(GameScene::SetBall));
					}*/
				}

				else if (level == 4)
				{
					number = number + 1;
					brick.SetLevel(level);
					/*if (number == 5)
//.........这里部分代码省略.........
开发者ID:JamesEdgerton1995,项目名称:BaseLandscapeProject,代码行数:101,代码来源:GameMainScene.cpp


注:本文中的cocos2d::PhysicsContact::setData方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。